Well, I'm still trying to work everything out, but the gist of it is that you're a planeswalker who has landed on Tarkir.
Games are played like regular (sometimes multiplayer) games of Magic, with the following exceptions: Your planeswalker card (Which you create, choosing a color and different loyalty abilities, being able to change these as you defeat enemies and level up) is your commander, and your enemies also have commander cards (usually legendary creatures from the storyline, or other planeswalkers.)
Each Commander will have access to Powers - spells that begin facedown next to the Commander in the Command Zone, and can be cast at any time provided you can pay the mana. Each Power is either an instant or sorcery, and can only be used a set number of times per game.
You'll be able to side with the Dragons to quell a multitude of rebellions, as well as assisting in defeating the other Dragonlords, or side with the rebellion itself, and finish what the ancient Khans started centuries ago - to free Tarkir from Draconic rule.
Beyond that I'm a little fuzzy! The game itself is in the very early stages of development, and basic stuff like movement hasn't really been worked out yet.
Post your comments on Tarkir Boardgame here! If your comments are on a small number of specific cards, they may
be better added to those cards. This is for comments on the set as a
whole.
Sounds interesting. Can you explain the board game?
Well, I'm still trying to work everything out, but the gist of it is that you're a planeswalker who has landed on Tarkir. Games are played like regular (sometimes multiplayer) games of Magic, with the following exceptions: Your planeswalker card (Which you create, choosing a color and different loyalty abilities, being able to change these as you defeat enemies and level up) is your commander, and your enemies also have commander cards (usually legendary creatures from the storyline, or other planeswalkers.) Each Commander will have access to Powers - spells that begin facedown next to the Commander in the Command Zone, and can be cast at any time provided you can pay the mana. Each Power is either an instant or sorcery, and can only be used a set number of times per game. You'll be able to side with the Dragons to quell a multitude of rebellions, as well as assisting in defeating the other Dragonlords, or side with the rebellion itself, and finish what the ancient Khans started centuries ago - to free Tarkir from Draconic rule. Beyond that I'm a little fuzzy! The game itself is in the very early stages of development, and basic stuff like movement hasn't really been worked out yet.
Post your comments on Tarkir Boardgame here!
If your comments are on a small number of specific cards, they may be better added to those cards. This is for comments on the set as a whole.